General Discussion: Kineticist


Rules Discussion

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Pathfinder Rulebook Subscriber

That's the same thing I thought, but it couldn't hurt to be clearer. Shouldn't be too heavy in word count, either.


Pathfinder Adventure Path Subscriber

Hey since this playtest period is almost over I wanted to throw in a final thank you for being able to participate.

Thanks Mark!


The thing about stealth and total cover, is that total cover gives you the chance to make a stealth check, but you can't stealth if you are being observed.

What this means is you can't hide from an enemy with tremorsense behind a tower shield because he is still observing you, just not with his eyes.

A translucent barrier, like TK's Kinetic Cover, doesn't block line of sight, so you are still able to be visually observed. This means, that even though you have total cover, you can't hide from an enemy from which you benefit total cover from, because he can still observe you.

Total Cover does not supersede the rules of 'being observed', because Total Cover, normally, blocks the 'being observed' rule from triggering. Since the Kinetic Form's total cover doesn't block line of sight, you are still being observed and can't stealth.


Mark, when it comes to using you elemental abilities, how long does the elmental effect stick around for? Are they permanent?

For example, they Hydrokinetic's Impale creates a lance of ice, once the ability is used, is there a lance of ice sitting around melting? Is there a puddle of water? Same question with Slick.

I know the Rare Metal/Metal Blast specifies the metal, basically 'fades away' and can't be used to trade, but what about other abilities?

My biggest concern, really, is a combination of Slick/Icewalker/Watersight. Basically, you use Slick, and whether you form a sheet of ice or puddle of water, the effect will linger after useage. The ice will melt into water, and the puddle will still be there (though no longer slippery) which allows a person with Watersight to benefit. Kind of like using a Decanter of Endless Water to make a huge puddle in the room to use Watersight, but you can do this without the magic item.

Designer

Tels wrote:

Mark, when it comes to using you elemental abilities, how long does the elmental effect stick around for? Are they permanent?

For example, they Hydrokinetic's Impale creates a lance of ice, once the ability is used, is there a lance of ice sitting around melting? Is there a puddle of water? Same question with Slick.

I know the Rare Metal/Metal Blast specifies the metal, basically 'fades away' and can't be used to trade, but what about other abilities?

My biggest concern, really, is a combination of Slick/Icewalker/Watersight. Basically, you use Slick, and whether you form a sheet of ice or puddle of water, the effect will linger after useage. The ice will melt into water, and the puddle will still be there (though no longer slippery) which allows a person with Watersight to benefit. Kind of like using a Decanter of Endless Water to make a huge puddle in the room to use Watersight, but you can do this without the magic item.

I will likely mention this when I get to explaining how you are either moving stuff that's there or drawing power from the elemental planes, but basically if it was already there, then it stays, and if not, then it dissipates (unless your wild talent says otherwise on that). So like if you cast slick on an area that already had a puddle of water, then it stays.


Mark Seifter wrote:
Tels wrote:

Mark, when it comes to using you elemental abilities, how long does the elmental effect stick around for? Are they permanent?

For example, they Hydrokinetic's Impale creates a lance of ice, once the ability is used, is there a lance of ice sitting around melting? Is there a puddle of water? Same question with Slick.

I know the Rare Metal/Metal Blast specifies the metal, basically 'fades away' and can't be used to trade, but what about other abilities?

My biggest concern, really, is a combination of Slick/Icewalker/Watersight. Basically, you use Slick, and whether you form a sheet of ice or puddle of water, the effect will linger after useage. The ice will melt into water, and the puddle will still be there (though no longer slippery) which allows a person with Watersight to benefit. Kind of like using a Decanter of Endless Water to make a huge puddle in the room to use Watersight, but you can do this without the magic item.

I will likely mention this when I get to explaining how you are either moving stuff that's there or drawing power from the elemental planes, but basically if it was already there, then it stays, and if not, then it dissipates (unless your wild talent says otherwise on that). So like if you cast slick on an area that already had a puddle of water, then it stays.

Ok cool. I was a little concerned about clever players using it for things like, casting Slick over and over to fill a room with water and drown people, or filling a room with stones via Earth Blast etc.

Will electric abilities of the air school be conductible through water? I have this idea of an Air/Hydro who uses Slick and then shoots it with his electric blast to fry every one at once. Possibly just minimum dice damage (no static damage), because of the diffusion of the electricity. It's always bugged me that 3.5/Pathfinder never really addressed electricity conducting through water with spells and stuff.

Designer

Tels wrote:
Will electric abilities of the air school be conductible through water? I have this idea of an Air/Hydro who uses Slick and then shoots it with his electric blast to fry every one at once. Possibly just minimum dice damage (no static damage), because of the diffusion of the electricity. It's always bugged me that 3.5/Pathfinder never really addressed electricity conducting through water with spells and stuff.

Indeed, my nod to that exact idea is the charged water composite blast that you get for being Air(elec)/Hydro(water). :)


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Before the playtest ends I would like to put in a final word that Spell Resistance really should not be something this class worries about. Fighters (And Bards, who do more consistent damage than the Kineticist I might add) don't have to worry about Melee Resistance when swinging sword/shooting arrows, so forcing Kineticiist to go through an other line of defense just to deal damage is silly.

RPG Superstar 2014 Top 16

Insain Dragoon wrote:
Before the playtest ends I would like to put in a final word that Spell Resistance really should not be something this class worries about. Fighters don't have to worry about Melee Resistance when swinging sword/shooting arrows, so forcing Kineticiist to go through an other line of defense just to deal damage is silly.

Agreed, contending with energy resistance and DR is enough.

EDIT: That is unless, of course, the kineticist ends up having as many utility options as a 6th-level+ spellcaster, but that seems unlikely. SR makes perfect sense as an obstacle for spellcasters who still have plenty of other in-combat options (with the exception, perhaps, of higher-specialized builds [and the players of those builds often know the risks]).


Been having fun with a goblin Aerokineticist and have been having able to get along ok without FtB/Kinetic Form with a conductive Flask thrower. The mix of Alchemical Weapons allowed me to feel useful even with electrical resistant foes and with multiple ranged touch attacks, a single unlucky roll or sneaky defense didn't prevent my big hit.

I would have liked to stay just air, but there really isn't a reason too. Added cold attacks to the mix and some extra defenses. Overall it worked much better than the other runs I've had. So with alchemy and a magic weapon added, it seemed ok though it was more of a 'fun' character than a blockbuster.


So, I just saw that the boards are going to be closed and it doesn't look like we're getting a second playtest, which should surprise no one.

However, I'm worried that if the boards are locked, that means we won't be getting the "this is what I'm changing" post from Mark that I've been eagerly awaiting for several weeks now.

I am going to be playing a Kineticist starting next week straight through until the book comes out, and I'd really rather not be kind of sucky until then (I love the concept and flavor, though, so I'm still going to play it even if I have to play weak). Please, give us just a quick something like:

1) Yeah, you get X skills now, not 2, and [insert skills here] are probably going to be class skills

2) Damage is going to follow this progression instead

3) This is how I think I'll be changing Searing Flesh

4) etc...

Designer

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mplindustries wrote:

So, I just saw that the boards are going to be closed and it doesn't look like we're getting a second playtest, which should surprise no one.

However, I'm worried that if the boards are locked, that means we won't be getting the "this is what I'm changing" post from Mark that I've been eagerly awaiting for several weeks now.

I am going to be playing a Kineticist starting next week straight through until the book comes out, and I'd really rather not be kind of sucky until then (I love the concept and flavor, though, so I'm still going to play it even if I have to play weak). Please, give us just a quick something like:

1) Yeah, you get X skills now, not 2, and [insert skills here] are probably going to be class skills

2) Damage is going to follow this progression instead

3) This is how I think I'll be changing Searing Flesh

4) etc...

You will get that post. Even if I have to exercise my moderator powers to post in a locked thread, you will have that post!


Well if they make the blasts a supernatural ability then we wouldn't have to worry about SR and in my case concentration checks/attacks of opportunity.


Mark Seifter wrote:
mplindustries wrote:

So, I just saw that the boards are going to be closed and it doesn't look like we're getting a second playtest, which should surprise no one.

However, I'm worried that if the boards are locked, that means we won't be getting the "this is what I'm changing" post from Mark that I've been eagerly awaiting for several weeks now.

I am going to be playing a Kineticist starting next week straight through until the book comes out, and I'd really rather not be kind of sucky until then (I love the concept and flavor, though, so I'm still going to play it even if I have to play weak). Please, give us just a quick something like:

1) Yeah, you get X skills now, not 2, and [insert skills here] are probably going to be class skills

2) Damage is going to follow this progression instead

3) This is how I think I'll be changing Searing Flesh

4) etc...

You will get that post. Even if I have to exercise my moderator powers to post in a locked thread, you will have that post!

Would the contents of that post be PFS legal? :D

<rubs hands in anticipation>


I tried doing a search and I saw where it was talked about, but I didn't notice a suggestion in skimming through. So I apologize in advance if this has already been suggested or discussed in great length.

For the Pressurized Blast Infusion Wild Talent I would suggest distance be added: for instance, an additional five feet for every 2-3 additional Kineticist levels beyond first. Perhaps up to a cap of 15-20 feet or something similar. Maybe the burn cost could increase per 5 feet pushed, so 1 for the first 5 feet as it is now and until level 3 or 4, then it would burn 2 and push 10 feet, etc.


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I'd like to take this final opportunity to say that I've enjoyed this playtest and the conversation. Wishing everybody luck on getting the things they need/want out of this class. Pleasure working with ya'll and may the dice be with you.

Looking forward to the update post and especially to seeing this in print!


Yeah, I really love this class and have appreciated how much response we've gotten on our feedback. It's funny because three of the Psychic classes appeal to me (Kineticist, Medium, and Medium), and in fact appeal to me more than every previous class except maybe Bard, but I like Kineticist so much that I never really got the chance to follow the other two or th rest of this playtest.

Honestly, I expect the vast majority of my Pathfinder chracters from here on out to be various sorts of Kineticists. Possibly all of them. So, you know, no pressure, Mark ;)


MPL +1.

It's wonderful that we have a psychic class that doesn't feel like a spell-casting class. This is how a psychic class should feel. :) I'm as permanent a Telekinetic as I am a Sylph. :)


Mark Seifter wrote:


You will get that post. Even if I have to exercise my moderator powers to post in a locked thread, you will have that post!

Thank you for that. and all the other work!

So. when this closes. does that mean you just can't post, or yo ucan not read these at all?

cause if it's can't read.. I need to be sure to copy down the rule changes for kin and mesmers.

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Locked threads can be read, just not replied to.


Reposting this from my playtest thread here hoping it gets answered before threads get locked.

Some quick questions about burning infusion if anyone's got any insight as I might have messed up.

It says Reflex negates. Is that for the initial attack? I do burning infusion blast for 1d6+3 damage, target passes reflex save and doesn't catch on fire? Or is catching on fire automatic like alchemist's fire and the Negate is for putting it out?

When does the extra damage from catching on fire in the turn order occur? On my next turn? At the end of burning creature's turn if they fail or don't pass Reflex save? Is it a full round action to put out the fire?


Since the playtest is over anyway, I'd like to ask a few questions...

1- What's the expectation of Burn usage that the class is balanced around?
2- What's the reason for Burn to be based on HD rather than a static damage?
3- Why not make it so that once I suffer Burn to fuel an ability, I can use it for the rest of the day, thus encouraging playera to use their class features, instead of trying to avoid them?
4- Why is FtB based on Burn rather than an always-on bonus? It'd not be unbalanced and Kineticists wouldn't need to go Supernova on their very first encounter just to be able to hit the broad side of a mountain during the rest of the day...

Burn should be something that you use when you need a great power boost... Not a price you pay every time you do something other than your most basic techniques... And it certainly shouldn't be part of your morning ritual. IMO, the way FtB currently works, it removes the whole flavor behind Burn.


Well, Lemmy, if I may...

Burn is surely something to avoid using, but not a requisite to be good. This is a very elitish class requiring really only 2 stats (Con and Dex), 2 of the most important stats in any class. As such, we tend to be really good at hitting things despite the medium BAB due to not only a high Dex, but the couple of "Touch AC" options available to us.

And, typically speaking, you'll likely start with a solid FtB from raising your daily defense up. As a Telekinetic, I love gaining not only my +2 FtB but also an additional 16 HP (albeit TMP, but healable) for a measly burn of 16HP (8th level).

With my Bracers' of the Archer which gives me a single daily "True Strike", the time I spend Burn for empowering and boosting my attack, I will most assuredly not have wasted it now.

Can't answer the "why?" questions, as I didn't write or participate in the creation of the class, but all in all, aside from the far-too-few skill points, the class is near perfectly balanced, in my opinion.


Mark Seifter wrote:
mplindustries wrote:

So, I just saw that the boards are going to be closed and it doesn't look like we're getting a second playtest, which should surprise no one.

However, I'm worried that if the boards are locked, that means we won't be getting the "this is what I'm changing" post from Mark that I've been eagerly awaiting for several weeks now.

I am going to be playing a Kineticist starting next week straight through until the book comes out, and I'd really rather not be kind of sucky until then (I love the concept and flavor, though, so I'm still going to play it even if I have to play weak). Please, give us just a quick something like:

1) Yeah, you get X skills now, not 2, and [insert skills here] are probably going to be class skills

2) Damage is going to follow this progression instead

3) This is how I think I'll be changing Searing Flesh

4) etc...

You will get that post. Even if I have to exercise my moderator powers to post in a locked thread, you will have that post!

I'm new to playtesting on these forums but I'm wondering, will feedback on the changes be welcome when you do? If so, how will we be able to provide it?


Sphynx wrote:

And, typically speaking, you'll likely start with a solid FtB from raising your daily defense up.

You do know you have to burn to get a FtB right?


Lemmy wrote:
1- What's the expectation of Burn usage that the class is balanced around?

I can't know because I didn't write it, but it sure looks like the intention is to carry around about 1 point of burn every 3 levels (6 by the end, which neatly matches how much your Con will typically increase over 20 levels) and otherwise avoid it like the plague unless you need to nova.

Lemmy wrote:
2- What's the reason for Burn to be based on HD rather than a static damage?

Again, not the designer, but I am even more confident in this answer than the last. The cost scales because the benefits scale. Anything else would make it too easy to nova all the time.

This is not, and was never intended as, a resource tracking class--it is an at-will class. Scaling Burn makes it at-will by making sure you definitely don't want to use burn on anything that doesn't give an all day buff. If you took just a tiny flat amount of Burn damage, you could basically spam the lower level novas and treat them less like a "in case of emergency, take some Burn" mechanic and more like a "you can use this 3+your con mod times per day..." ability.

It also allows kineticists to be scaled up, giving truly epic novas (eventually). Having too much accuracy or too easy a cost would force the power down, defeating the boom or bust feel it is built around.

Lemmy wrote:
3- Why not make it so that once I suffer Burn to fuel an ability, I can use it for the rest of the day, thus encouraging playera to use their class features, instead of trying to avoid them?

As I already routinely try and avoid large numbers of class festures (most daily resources) that last bit does not resonate with me, but the greater point is excellent. I would like to see al burn powers (substance infusions especially) become toggles, except maybe the true novas like composites and metakinesis.

Lemmy wrote:
4- Why is FtB based on Burn rather than an always-on bonus? It'd not be unbalanced and Kineticists wouldn't need to go Supernova on their very first encounter just to be able to hit the broad side of a mountain during the rest of the day...

Obviously, to make you willing to interact with the Burn system. It's like a bonus for playing the way it was intended (which is Burning on all day buffs, not going nova in the first fight).

Lemmy wrote:
Burn should be something that you use when you need a great power boost... Not a price you pay every time you do something other than your most basic techniques... And it certainly shouldn't be part of your morning ritual.

You know this, but I totally disagree. I love the way you buff up in the morning with essentially permanent buffs. The flavor doesn't bother me, it's the mechanics I love.

But then, it feels like this class was custom designed for me.


graystone wrote:
Sphynx wrote:

And, typically speaking, you'll likely start with a solid FtB from raising your daily defense up.

You do know you have to burn to get a FtB right?

Burning for all day buffs bothers surprisingly few people.


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Surprising is definitely the word I'd use.

I still don't see the point of basing a class off Con if you're going to "balance out" its extra HP by making it take unhealable damage equal to the amount extra they'd get. It's ass backwards.


mplindustries wrote:
graystone wrote:
Sphynx wrote:

And, typically speaking, you'll likely start with a solid FtB from raising your daily defense up.

You do know you have to burn to get a FtB right?
Burning for all day buffs bothers surprisingly few people.

I was mainly replying to this this plus the other part: "Burn is surely something to avoid using, but not a requisite to be good." Those two statements don't mesh unless you aren't spending burn to use FtB.

Sovereign Court

Rynjin wrote:

Surprising is definitely the word I'd use.

I still don't see the point of basing a class off Con if you're going to "balance out" its extra HP by making it take unhealable damage equal to the amount extra they'd get. It's ass backwards.

Good, you've made your point countless times throughout the thread. Some people like the trade-off as it mirrors that of a pool based on a casting stat ticking down, but instead ticking up with consequences.

I do however think the un-healable damage is a bit too high though, in practice, but I can't come up with a more elegant way of implementing Burn, myself.


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Let's see:

1.) Making it healable (either fully or with an "exchange rate" 1 point of damage healed per 5 points of healing done o the nonlethal, or there about).

2.) Making Burn only deal damage equal to the Burn taken instead of quadratically increasing as you level.

3.) Allowing higher amounts of Burn mitigation so you aren't f~~@ing yourself just to keep up with the Joneses.

There's 3, just off the top of my head. Mark's smart, I'm sure he could think of more too.


I feel like HD-FtB Limit could be a solution. You still scale up how much damage is done based on your level, but it's a slightly slower progression that gives you a small proportion more HP than current design. It eventually maxes at 14 dmg per burn instead of 20.

Of course, this is a power boost if it's decided the class needs one, but personally I'm very close to happy with it as it is.


graystone wrote:
mplindustries wrote:
graystone wrote:
Sphynx wrote:

And, typically speaking, you'll likely start with a solid FtB from raising your daily defense up.

You do know you have to burn to get a FtB right?
Burning for all day buffs bothers surprisingly few people.
I was mainly replying to this this plus the other part: "Burn is surely something to avoid using, but not a requisite to be good." Those two statements don't mesh unless you aren't spending burn to use FtB.

And I don't recommend burning, except of course, enough to get your FtB maxxed via defense setup.

Yes, I understand you have to burn for FtB, but I would avoid wasting burn on miss-chance options unless critical. No chance of wasting a burn if its on defense. :)

Sovereign Court

Rynjin wrote:


Let's see:

1.) Making it healable (either fully or with an "exchange rate" 1 point of damage healed per 5 points of healing done o the nonlethal, or there about).

2.) Making Burn only deal damage equal to the Burn taken instead of quadratically increasing as you level.

3.) Allowing higher amounts of Burn mitigation so you aren't f!#@ing yourself just to keep up with the Joneses.

1 and 2 are some of the possible ways I was considering it, but 3 doesn't really "fix" the problem, if you want to keep the all-day buffs and Feel the Burn as is (which I think currently works really well.) I do agree that using Composite Blast or non-Empower Metamagic should be made MUCH less destructive to yourself and personally, I think fractional healing of burn is the best way to go about that.


My only problem with fractional healing would be making sure that you couldn't heal more of your HP with kinetic heal than you took in damage for doing it.

Also because I personally advocate removing the burn limit and letting us burn down to unconsciousness, that doesn't work well with fractional healing because enough heal means you'd have unlimited burn per day. Which would also mean that for a few wands of CLW you could max three defenses in the morning and go nova every fight.

Sovereign Court

Shiroi wrote:

My only problem with fractional healing would be making sure that you couldn't heal more of your HP with kinetic heal than you took in damage for doing it.

Also because I personally advocate removing the burn limit and letting us burn down to unconsciousness, that doesn't work well with fractional healing because enough heal means you'd have unlimited burn per day. Which would also mean that for a few wands of CLW you could max three defenses in the morning and go nova every fight.

And that's where I differ, really, I think the Burn limit should stay in place, but the damage should be made more manageable. I think now, the best way to go about that is to have some portion unhealable (this is actually what I meant before) but I understand that that would be more difficult to book-keep.


While I like the current system, an alternative could be to burn Con instead of HP. Harder to heal Abilities, and would half the HPs lost since you only lose HP every 2 Con burned, but would also lower other things like Fort saves.


Sphynx wrote:
graystone wrote:
mplindustries wrote:
graystone wrote:
Sphynx wrote:

And, typically speaking, you'll likely start with a solid FtB from raising your daily defense up.

You do know you have to burn to get a FtB right?
Burning for all day buffs bothers surprisingly few people.
I was mainly replying to this this plus the other part: "Burn is surely something to avoid using, but not a requisite to be good." Those two statements don't mesh unless you aren't spending burn to use FtB.

And I don't recommend burning, except of course, enough to get your FtB maxxed via defense setup.

Yes, I understand you have to burn for FtB, but I would avoid wasting burn on miss-chance options unless critical. No chance of wasting a burn if its on defense. :)

That's cool but it's really at odds with "Burn is surely something to avoid using, but not a requisite to be good" as maxed defense is just that.

So I can see you saying you don't need to burn all the time to be good, but you ARE required to use burn at the start of the day to do so.


Still new to play-testing, so please bear with me while I list my concerns so far after having poked around with the play-test and read some (though not all) the comments in this thread:

*Picking and sticking with a single element seems to be somewhat discouraged by being an under-optimal option, if not impossible.

*On then flip-side; Multi-element seems to be the most assumed way to go. I think some of the suggestions here covered using the defenses of one element to cover the weaknesses in another? The mono-element

*Aether doesn't seem built to really stand on it's own, and exists instead more as an 'add-mixture' element.

Have any of these been mentioned or addressed? There's over 70 posts, and I... really don't think I'm going to be able to read them all.


My problem there is the damage. I'd have to constantly recalculate my damage every two burn. And ability damage is harder to heal, but at later levels you could see the sorcerer using blook money/wish to make the same problem.
Maybe the best of both worlds would be to have a burn limit, but set it lower. Con +8, or even Con+10. No matter how you abuse it there is still a limit, so it isn't worth building a party around it. But with natural 8s on HD, FCB and toughness, and con mod being the most of HP, Con+10 limit would mean that you'd literally burn yourself to death if you could stay conscious long enough to use it and didn't heal up after.

Actually, I see a loophole here that a friend of mine would argue for days over.

If the nonlethal damage from burn can't be reduced, redirected, or healed... what if I just can't take non lethal damage? What if I let the monk beat me to a nonlethal pulp, and have something that lets me stay awake? The damage becomes lethal, but is it then healable? It's not RAI to work that way, but in theory it can be done. Then you heal up after burning your defense to max and get full health and all the defenses to boot. Any glitch in this logic?


Healing the burn would also make a kineticist way weaker in any party that does not have a dedicated healer.

Ryujin wrote:

2.) Making Burn only deal damage equal to the Burn taken instead of quadratically increasing as you level.

3.) Allowing higher amounts of Burn mitigation so you aren't f%~+ing yourself just to keep up with the Joneses.

2. I still think it is technically linear growth. The amount of burn you take per burn is not proportional to the square.

Though maybe you COULD do something weirder with burn. Maybe it could be like this:

Burn 1: 1 temp hp
Burn 2: 2 temp hp
Burn 3: 4 temp hp
Burn 4: 8 temp hp
Burn 5: 16 temp hp
Burn 6: 32 temp hp
etc. (the additional temp hp damage= 2^burn; this would need to be in a little chart up to 10 or 11 or so)
5 burn always means that you are 31 hp down (though maybe being just 16 hp down is enough).

3. I think the class could maybe benefit from some kind of situational mitigation.
Like: perhaps you could spend a full round action to gather elements and then you could mitigate 2 points of blast burn in the next round (totaling at 3 if you spend an extra move). This would let you do well when you have the drop on the enemy. I think someone was suggesting something similar elsewhere. Maybe it could come online around level 10 or so.

Or perhaps existing burn could lead to a chance of automatically mitigating burn.
e.g. If you have taken at least one point of burn, then you may roll 1d20+con mod+the amount of burn you have taken. If you roll higher than a 15, you take no burn. However, if you succeed then the next time you make this check the DC is 2 higher each time (so it is DC 15, 17, 19 etc). The DC resets each time you incur an additional point of burn.

Or it could be a % system where you need to roll under your constitution+(5%*burn) (the con score; not the mod). Maybe this could increase to 1.5*constitution at some level.


graystone wrote:
Sphynx wrote:
graystone wrote:
mplindustries wrote:
graystone wrote:
Sphynx wrote:

And, typically speaking, you'll likely start with a solid FtB from raising your daily defense up.

You do know you have to burn to get a FtB right?
Burning for all day buffs bothers surprisingly few people.
I was mainly replying to this this plus the other part: "Burn is surely something to avoid using, but not a requisite to be good." Those two statements don't mesh unless you aren't spending burn to use FtB.

And I don't recommend burning, except of course, enough to get your FtB maxxed via defense setup.

Yes, I understand you have to burn for FtB, but I would avoid wasting burn on miss-chance options unless critical. No chance of wasting a burn if its on defense. :)

That's cool but it's really at odds with "Burn is surely something to avoid using, but not a requisite to be good" as maxed defense is just that.

So I can see you saying you don't need to burn all the time to be good, but you ARE required to use burn at the start of the day to do so.

You're good without burn, after all we're Dex heavy and have "touch ac" as a possibility. The burn for defenses is just bonus and recommended for the obvious reasons. ;)


Just realized today that the Cloud infusion is listed in the 16th-level Water wild talents

From OA Playtest document wrote:

Wild Talents: 1st—Icewalker, Kinetic Cover, Kinetic

Healer, Pressurized Blast Infusion, Slick; 6th—Entangling
Infusion, Impale, Torrent, Water Manipulator, Waterdancer,
Watersense; 10th—Chilling Infusion, Ice Path, Kinetic
Form, Ride the Blast, Shimmering Mirage, Spark of Life,
Spray, Waterdancer (Greater); 16th—Cloud, Kinetic Form
(Greater), Sharding

, but the only element listed in Cloud is Air

From Infusion Wild Talents wrote:

Element air;Type form infusion; Level 9; Burn 4

Prerequisites kineticist level 16th
Associated Blasts blizzard, sandstorm, steam, thunderstorm
Saving Throw none
Instead of unleashing


Excaliburproxy wrote:
Healing the burn would also make a kineticist way weaker in any party that does not have a dedicated healer.

Correction: It would make the Kineticist the same in a party without one, and better with. And only then if nobody has ye olde Wand of CLW or Infernal Healing.

Excaliburproxy wrote:
Rynjin wrote:

2.) Making Burn only deal damage equal to the Burn taken instead of quadratically increasing as you level.

3.) Allowing higher amounts of Burn mitigation so you aren't f%~+ing yourself just to keep up with the Joneses.

2. I still think it is technically linear growth. The amount of burn you take per burn is not proportional to the square.

A bit hyperbolic, yes, to say quadratic but it's really not quite linear either.

Look at taking just enough Burn to get your Feel the Burn bonus.

3rd: 3 HP
4th: 4 HP.
5th: 5 HP.

So, 3-5 it's linear.

However, now you hit 6th.

6th: 12 HP.
7th: 14 HP.
8th: 16 HP.

9th: 27 HP.
10th: 30 HP.
11th: 33 HP.

12th: 48 HP.
13th: 52 HP.
14th: 56 HP.

15th: 75 HP
16th: 80 HP.
17th: 85 HP

18th: 108 HP.
19th: 114 HP.
20th: 120 HP.

Perhaps "Linear with massive jumps at levels Feel the Burn increases" would be more accurate, but the point still stands that holy s&@$ does the cost go up as you level just to get your basic functionality. It doesn't precisely double at each stage, but the end of each stage is roughly double the end of the one that came before it at most playable levels.


Rynjin wrote:
Excaliburproxy wrote:
Healing the burn would also make a kineticist way weaker in any party that does not have a dedicated healer.

Correction: It would make the Kineticist the same in a party without one, and better with. And only then if nobody has ye olde Wand of CLW or Infernal Healing.

Excaliburproxy wrote:
Rynjin wrote:

2.) Making Burn only deal damage equal to the Burn taken instead of quadratically increasing as you level.

3.) Allowing higher amounts of Burn mitigation so you aren't f%~+ing yourself just to keep up with the Joneses.

2. I still think it is technically linear growth. The amount of burn you take per burn is not proportional to the square.

A bit hyperbolic, yes, to say quadratic but it's really not quite linear either.

Look at taking just enough Burn to get your Feel the Burn bonus.

3rd: 3 HP
4th: 4 HP.
5th: 5 HP.

So, 3-5 it's linear.

However, now you hit 6th.

6th: 12 HP.
7th: 14 HP.
8th: 16 HP.

9th: 27 HP.
10th: 30 HP.
11th: 33 HP.

12th: 48 HP.
13th: 52 HP.
14th: 56 HP.

15th: 75 HP
16th: 80 HP.
17th: 85 HP

18th: 108 HP.
19th: 114 HP.
20th: 120 HP.

Perhaps "Linear with massive jumps at levels Feel the Burn increases" would be more accurate, but the point still stands that holy s&!@ does the cost go up as you level just to get your basic functionality.

Well, your hit points are also going to be increasing by leaps and bounds as well while you are at it so I think this is a decidedly incomplete story.

Regardless: notes on my mechanicals suggestion? I am not 100% on my exponential growth mechanic (perhaps it should fall to 1/2 exponential growth at level 11 or so or just switch to a different chart). Frankly, I think I am rather clever, Ryujin. I don't come to you with problems. I come to you with solutions.

Note that if the burn mitigation is random, you are never getting infinite access to bigger blasts (which is the real problem with raw burn mitigation).


Rynjin wrote:
Excaliburproxy wrote:
Healing the burn would also make a kineticist way weaker in any party that does not have a dedicated healer.

Correction: It would make the Kineticist the same in a party without one, and better with. And only then if nobody has ye olde Wand of CLW or Infernal Healing.

Excaliburproxy wrote:
Rynjin wrote:

2.) Making Burn only deal damage equal to the Burn taken instead of quadratically increasing as you level.

3.) Allowing higher amounts of Burn mitigation so you aren't f%~+ing yourself just to keep up with the Joneses.

2. I still think it is technically linear growth. The amount of burn you take per burn is not proportional to the square.

A bit hyperbolic, yes, to say quadratic but it's really not quite linear either.

Look at taking just enough Burn to get your Feel the Burn bonus.

3rd: 3 HP
4th: 4 HP.
5th: 5 HP.

So, 3-5 it's linear.

However, now you hit 6th.

6th: 12 HP.
7th: 14 HP.
8th: 16 HP.

9th: 27 HP.
10th: 30 HP.
11th: 33 HP.

12th: 48 HP.
13th: 52 HP.
14th: 56 HP.

15th: 75 HP
16th: 80 HP.
17th: 85 HP

18th: 108 HP.
19th: 114 HP.
20th: 120 HP.

Perhaps "Linear with massive jumps at levels Feel the Burn increases" would be more accurate, but the point still stands that holy s&!@ does the cost go up as you level just to get your basic functionality.

Well, your hit points are also going to be increasing by leaps and bounds (with con increases) as well while you are at it so I think this is a decidedly incomplete story.

Regardless: notes on my mechanical suggestions? I am not 100% on my exponential growth mechanic (perhaps it should fall to 1/2 exponential growth at level 11 or so or just switch to a different chart). Frankly, I think I am rather clever, Ryujin. I don't come to you with problems. I come to you with solutions.

Note that if the burn mitigation is random, you are never getting infinite access to bigger blasts (which is the real problem with raw burn mitigation).


Rynjin wrote:


3rd: 3 HP
4th: 4 HP.
5th: 5 HP.

6th: 12 HP.
7th: 14 HP.
8th: 16 HP.

9th: 27 HP.
10th: 30 HP.
11th: 33 HP.

12th: 48 HP.
13th: 52 HP.
14th: 56 HP.

15th: 75 HP
16th: 80 HP.
17th: 85 HP

18th: 108 HP.
19th: 114 HP.
20th: 120 HP.

If we tried HD-FtB for the damage dealt, it would look like this to max FtB.

Spoiler:

3rd: 2 HP
4th: 3 HP.
5th: 4 HP.

6th: 8 HP.
7th: 10 HP.
8th: 12 HP.

9th: 18 HP.
10th: 21 HP.
11th: 24 HP.

12th: 32 HP.
13th: 36 HP.
14th: 40 HP.

15th: 50 HP
16th: 55 HP.
17th: 60 HP

18th: 72 HP.
19th: 78 HP.
20th: 84 HP.


Burn would cost, at any level,
Spoiler:

1 1
2 2

3 2
4 3
5 4

6 4
7 5
8 6

9 6
10 7
11 8

12 8
13 9
14 10

15 10
16 11
17 12

18 12
19 13
20 14


A bit late the the party, but I finally got a chance to play a Kineticist at the weekend. I've read some of the thread, but if I read the whole thing it'd be closed before I post.

I agree with all the people who were saying "Geo-" is better than "Terra-", and that the Kineticist should not have only two skill points (nobody, with the possible exception of Int-primary casters should have only 2 SP per level).

I'd missed that there was an update to the document (I though the Paizo store usually emailed you if there were changes to a download, but apparently not), so we played with the cost of Kinetic Healing being reducible. I'm going to be a little controversial here and say it is not overpowered as originally written (for this power, other may be). It's solid, but at the end of the day all it does is save you a few happy-stick charges. The revised way, it is pretty terrible.

Speaking of the way things are written, there are several things that imply that that blasts should be an exception to the rule that spells (and therefore SLAs) ignore DR. But I can't see anywhere where that is explicitly stated, and if that is the intent then it needs to be.

That's about it. Not a lot to say, but then it's only one session with a lvl 1...

Sovereign Court

glass wrote:


Speaking of the way things are written, there are several things that imply that that blasts should be an exception to the rule that spells (and therefore SLAs) ignore DR. But I can't see anywhere where that is explicitly stated, and if that is the intent then it needs to be.

I believe there is an already an FAQ stating that if a spell deals physical (bludgeoning/slashing/piercing) damage it is subject to DR.


Pathfinder Starfinder Roleplaying Game Subscriber
glass wrote:
Speaking of the way things are written, there are several things that imply that that blasts should be an exception to the rule that spells (and therefore SLAs) ignore DR. But I can't see anywhere where that is explicitly stated, and if that is the intent then it needs to be.

Actually, that's already been addressed on a more general level over here back in March 2013. Spells or spell-like abilities that deal bludgeoning, piercing, or slashing damage are subject to damage reduction.

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